It was a C project and it really is not that hard to do (once you get over the thought process and tinkering)
Once I got the hang of it I could whip something together within a few hours.
There was sections for- input, motion, renderer, sound, and frontend/gui. Some allowed to loading multiple things.. others a single instance.
The input one was a good example. I had keyboard using SDL2. One day, someone had a XBox controller in their bag and asked to borrow it while watching a movie. I added support for that. So, when the game loaded, you could specify you are using Keyboard and XBox controller.. so it loads them. If there was a bug, I could modify, recompile and reload.
For the renderer, I had opengl by default... and never got round to doing a Vulkan version. Would have been interesting to have them 'swap' during a live play to compare and tinker.
(the motion was for the mouse. Without really looking into it, I was kinda hoping that would have been a nice setup for VR support but never owned one. Might be something in 2024)
This Live++ looks cool and maybe useful for companies that are spending a bit of cash on decent tools (Unreal, etc) but for small projects, I dont think this is needed.
To be honest, I did not think what I was doing was called 'hot reloading' until, a few years later, I came across Casey Muratori's Handmade hero series. Atleast, I believe it was from there - or other variants at that time.
There are lessons learned, though. I was creating header and src files (with makefiles) for each implementation. If I had to revisit this sort of this, would keep it header only... keeping the build minimal. Might not work.. something I would try, anyway.